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Posted
27 minutes ago, Lenain said:

Oh, really happy to see this, I'll finally be able to use the portrait mod i was working on if this repairs the static ones.
Good job !

4 hours ago, IncogACC said:

Guess who just fixed portrait mods~

 

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

image.thumb.png.98a11715aad4a915bf8df131f65d30ca.png

 

That was slightly painful, like 4 days of basically working on it full time. I don't know anything about hlsl and honestly I've come out the other end feeling like I know even less, it's not perfect and it doesn't measure up to how it used to be, but the fucking fact that I was able to restore it all as stupid as I am is just... holy shit, I GET TO FEEL SATISFACTION FOR ONCE!

 

Much like the bike stuff, it still needs some work to be ready for actual deployment, but I've built this with "saving the old portrait mods" in mind so the actual front-end stuff is really simple and has customisation aspects so no one should have to re-make their portrait assets from scratch.

Me being me, I also setup support for animations 'cus that's what I do.

 

I'm not attaching a test file like I did for the Galbrena bike 'cus I still have a LOT of ini work specifically to do, plus unlike the bike mod, I might actually release this publicly on GB once it's ready. I still need to just run it for a while and see if anything breaks or if I can still improve it somewhat. Release will be SoonTM.

 

Oh and Kuro, it'd be really funny if you added the option for static portraits in 3.2, just sayin'. 

 

Post up on GB

You can use this to make your own portrait mods. Instructions for how are on the GB post. Enjoy~

Posted

Hi everyone, I need help with Changli’s mod. After the latest patch, her body turns black, as shown in the picture. I’ve already tried using the latest Fix Tools, but the issue is still there. Has anyone else run into this problem or know how to fix it? Thank you.

changlimod.jpg

Posted (edited)
38 minutes ago, descapist said:

Beside Safezone, Chani, Arcalive, Gamebanana, is there any other website for sharing mods ?

huihui I think is a mod site but I don't have the link and nexus mods.

Edited by Caked Jeans
Posted (edited)
15 hours ago, IncogACC said:

 

Post up on GB

You can use this to make your own portrait mods. Instructions for how are on the GB post. Enjoy~

 

Thanks for sharing this. I manage to replace the portraits by mine without trouble, but I'm facing a problem with some of them ingame.
Some look fine while some others look darkened. I have no idea what is causing this. All images I used have the same file format, have been made the same way, are the same x/y size.

I've edited the .ini files of each character to remove the image scaling since they all share the same size. I thought maybe this came from the fact that some portrait had multiple textures to override but it doesn t seem tied to this (some which have a single on work fine while some don't, same for those using multiple ones).

This is not tied to the slot the character is in, neither it is to active / inactive team.

 

I'll join some screenshots if it can help you understand.
Do you have any idea of what could be the cause of this, and if so how to solve it ?

 

All fine

Spoiler

allfine.jpg.fc0299ae3f8d53190f04576c8723999f.jpg

 

All darkened

Spoiler

alldark.jpg.4a53e48f148fb055142d6436171ccdd6.jpg

 

1 fine and 2 darkened

Spoiler

 

1fine2dark.jpg.4ee27b9bf9567d4b782f7e48d3ba5c93.jpg

 

1fine2dark(2).jpg.92e0948c76406281ae7851cd9ba29134.jpg

 

Edited by Lenain
Posted
8 hours ago, nonamewind said:

 

WutheringWavesScreenshot2026_03.08-20_31_21_63.thumb.png.b7a7e0b9c78f78844c29d728d24d24ba.png

 

Can I remove the makeup or text on the face in this mod? I can find a toggle key to disable it

I has the default face textures in there somewhere, but I kinda liked that make up so I edited it and removed the writing.  Just replace the files from either the "default" folder or if you want the make up then replace the files from the "makeup no face writing" folder.

 

lupa makeup.rar

Posted
On 7/10/2025 at 10:28 PM, W4ndering Soul said:

Just Other WuWa Preset

A WuWa Reshade

 

Hi

Since I've been sharing these days, I've tried to replicate a setup similar to a previously posted reshade. I can't say it's exactly the same, but I think I got pretty close.

My knowledge of programming and reshade effects is very limited, so I was mostly just testing and figuring out how it worked along the way. Having said that, I apologize in advance if the result is not very good or optimal.

 

First of all, you have to install all necessary for the preset works.

  1. Reshade Addon (by Caverabbit)
  2. Update Reshade Addon
  3. Add all the necessary Shaders, Textures and Effects
  4. Extra settings (optional)

 

1. Reshade Addon (by Caverabbit):

 

Follow the next link https://gamebanana.com/tools/18081 and download the file, i recommend the next tutorial by woju to how to install it. In case you already have it, skip this step.

 

 

Update Reshade Addon:

 

Once installed and verified that it opens correctly, continue updating it. 

For this we go to the official reshade page (https://reshade.me) and download the reshade with full addon support

 

Capturadepantalla(12554).thumb.png.f289e5ea1cb07a55692c5d54b9d40bcd.png

 

then open the downloaded reshade.exe with 7zip (you can download it here https://www.7-zip.org) and copy all the files into your game folder where reshade was installed (C:\Program Files (x86)\Epic Games\WutheringWavesj3oFh\Wuthering Waves Game\Client\Binaries\Win64)

For example this is my game folder, the important thing is that it is inside the Win64 folder where the .exe Client-Win64-Shipping is located.

If it is the correct location it will ask you to replace some files (the old reshade files), click on yes.

 

Capturadepantalla(12555).thumb.png.fa15ad733860ddd88f995bd8e7b5fd99.png

Capturadepantalla(12557).thumb.png.03a625f6ae40657399246a914c0ff495.png

 

Add all the necessary Shaders, Textures and Effects:

 

Download the "Reshade Shaders and Textures" rar and unzip the contents into the "reshade-shaders" folder.  

 

Reshade Shaders and Textures.rar 12.09 MB · 1122 downloads

 

There are two locations for this folder, one is inside the Win64 folder of your game and the other is wherever you decided to install the reshade in step 1. Usually adding them to the folder inside Win64 is enough, but you may need to add it into the one where you installed it to.

It will ask you to replace some files (the old shaders files), click on yes.

Capturadepantalla(12558).thumb.png.c676a3abb07f224f64972fbb20b80ca6.png

 

I collected the effects and shaders from several sites. I will leave references for their respective credits.

 

Extra settings (optional):

 

I use a modified Engine.ini to improve certain graphical technical aspects. It can be downloaded from the following page.

https://github.com/AlteriaX/WuWa-Configs

I use configuration 1, download the most suitable one for you based on the table on the same page (depends on your GPU).

 

then just replace the ini file located at

"..Wuthering Waves\Wuthering Waves Game\Client\Saved\Config\WindowsNoEditor"

I recommend making a backup of the original Engine.ini file.

 

My in game settings with which i test all the presets are:

 

  Reveal hidden contents

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Presets

 

Now all that remains is to add the presets, to do this just download them and add them to the Win64 folder of the game, then select them in the Reshade window once the game is opened. 

I tried to separate them into 3 graphic configurations depending on the performance you get but trying to keep a similar look.

 

 

Low Preset:

Just Other WuWa Preset Low 1.0.rar 6.39 kB · 299 downloads

 

  Reveal hidden contents

Capturadepantalla(12546).thumb.png.ebf11b9f9bab3f10d4d9874d62db246c.pngCapturadepantalla(12536).thumb.png.586fca135197f79569c0201ef7d69b5b.pngCapturadepantalla(12537).thumb.png.f34199630a72467fdc62f71fcce995f8.pngCapturadepantalla(12535).thumb.png.8c6c87f7a76e5c19ca59d0800bc52fa3.png

 

Medium Preset:

Just Other WuWa Preset Medium 1.0.rar 5.97 kB · 372 downloads

 

  Reveal hidden contents

Capturadepantalla(12545).thumb.png.fe395e912fa3bb82a25e6d1c387cfb71.pngCapturadepantalla(12542).thumb.png.b8d10d4f9a061087d2f9ba55e1f8648f.pngCapturadepantalla(12538).thumb.png.8dc36c2fb03758b8b6ab5e11067b4311.pngCapturadepantalla(12541).thumb.png.6fc6b6650897b8af4115cd2307e6b182.png

 

High Preset:

Just Other WuWa Preset High 1.0.rar 6.13 kB · 467 downloads

 

  Reveal hidden contents

Capturadepantalla(12544).thumb.png.4f793fcfda03b9acb70c5d10352b5433.pngCapturadepantalla(12543).thumb.png.89999cac2f6032ea4dc812308a282224.pngCapturadepantalla(12539).thumb.png.d5a3f6bd9ab74de03519a680a8aec2f0.pngCapturadepantalla(12540).thumb.png.fde017d73eabff0cf1fe286c86b49478.png

 

MA  (Most Accurate) Preset:

I feel that this preset was the one that came closest to the preset posted previously and with which I started all this, however I feel that it tends to have more problems with the lights and shadows, I leave it in case anyone is interested.

Just Other WuWa Preset MA.rar 6.46 kB · 506 downloads

 

  Reveal hidden contents

Capturadepantalla(12552).thumb.png.8d2887c80c862145cd3be707c746cf40.pngCapturadepantalla(12553).thumb.png.7e71cfbd83432be94922b467aa916836.png

 

Knowing issues:

 

  • The hud tends to become transparent and overlap the game on loading screens and so on, this is a problem with the completeRT shader, you can disable it or follow the link below (https://gamebanana.com/mods/578604)  where there is a possible solution.
  • Some shaders may load upside down, if this happens to you do the following: Below in you reshade window there is a blue button (global configuration) if you click it a tab will be displayed with the RESHADE_DEPTH_INPUT_UPSIDE_DOWN configuration, change the value 1 to 0

Capturadepantalla(12275).thumb.jpg.c5211ce3942cb3cc4717f2eb41726318.jpg

 

  • You may get an error when starting the reshade that it failed to compile a couple of shaders, this is because the author of those shaders has to update them, this does not affect anything, you can search for those shaders and delete them from the folder if the message bothers you every time you open the game.
  • If you feel there is too much light you can disable bloom in the game settings, this should give a cleaner look
  • It will greatly affect the overall performance of the game, as I said in my last post, in case you feel a considerable drop in FPS (I recommend using Lossless Scaling on Steam or some other type of FPS rescaling/generation to mitigate this)

 

 

 

That's all. If you're familiar with Unreal Engine, you can try making some adjustments to the engine.ini file.

If you make changes to the presets or in-game settings and achieve a better result, please share it on this forum so the preset can continue to grow. I'll also share the other presets I created while testing different configurations.

 

Just Other WuWa testing presets.rar 71.29 kB · 109 downloads

This is all very suggestive, but together we can achieve something that is pleasing to the majority.

I would also like to share a guide that I didn't make, but that can help you understand the CompleteRT shader a little better.

COMPLETE RT advanced guide (Part 1).rar 3.06 MB · 178 downloads

 

Again, I apologize if you're not convinced by any aspect; my knowledge of all this is minimal. Please share any improvements you make with the rest of the community.

Credits to those who created/programmed the necessary resources

 

Thanks for read, excuse my English.

 

images.jpg.ea1a19fb37df5f1461c4f4b7187eb8d3.jpg

 

Hi, i used this all went well but, now i facing some issues launching in idk why, i used XXMI launcher the mod work if i not using Reshade files,

what should i do? any idea? image.jpeg.8f2b497ab4b54121d116b1d891c16f2e.jpeg

Posted (edited)
19 hours ago, Lenain said:

 

Thanks for sharing this. I manage to replace the portraits by mine without trouble, but I'm facing a problem with some of them ingame.
Some look fine while some others look darkened. I have no idea what is causing this. All images I used have the same file format, have been made the same way, are the same x/y size.

I've edited the .ini files of each character to remove the image scaling since they all share the same size. I thought maybe this came from the fact that some portrait had multiple textures to override but it doesn t seem tied to this (some which have a single on work fine while some don't, same for those using multiple ones).

This is not tied to the slot the character is in, neither it is to active / inactive team.

 

I'll join some screenshots if it can help you understand.
Do you have any idea of what could be the cause of this, and if so how to solve it ?

 

All fine

  Reveal hidden contents

allfine.jpg.fc0299ae3f8d53190f04576c8723999f.jpg

 

All darkened

  Reveal hidden contents

alldark.jpg.4a53e48f148fb055142d6436171ccdd6.jpg

 

1 fine and 2 darkened

  Reveal hidden contents

 

1fine2dark.jpg.4ee27b9bf9567d4b782f7e48d3ba5c93.jpg

 

1fine2dark(2).jpg.92e0948c76406281ae7851cd9ba29134.jpg

 

 

Realistically it's a colour space issue. Since this issue is gonna pop up down the line for other users, I'm gonna try to get ahead of things and add an optional conversion pass to force the right colour space via the shader which might fix your issue.

 

Also don't delete the scaling options even if you're not using them, just leave them alone, they aren't ruining your performance just by existing, but getting rid of them might expose issues if the shader isn't getting the inputs it wants.

 

It'd be useful if you can send me your not working version of the mod so I can test on it directly, since right now I'm just assuming what the issue is.

 

Edit: Okay I've written a colour space converter from sRBG to linear (which is what the portrait wants) into the shader itself, it can be controlled via ini.

That should be enough to solve your problem, but I want your images in order to actually test it. I also wondered if different portraits have different colour needs, I HIGHLY doubt it, but it was justification enough that I went with this "catch-all" approach. Basically if an image looks darker than it should, you can fix it on a per image basis by simply changing a number in the ini.

Edited by IncogACC
Posted (edited)
9 hours ago, IncogACC said:

 

Realistically it's a colour space issue. Since this issue is gonna pop up down the line for other users, I'm gonna try to get ahead of things and add an optional conversion pass to force the right colour space via the shader which might fix your issue.

 

Also don't delete the scaling options even if you're not using them, just leave them alone, they aren't ruining your performance just by existing, but getting rid of them might expose issues if the shader isn't getting the inputs it wants.

 

It'd be useful if you can send me your not working version of the mod so I can test on it directly, since right now I'm just assuming what the issue is.

 

Edit: Okay I've written a colour space converter from sRBG to linear (which is what the portrait wants) into the shader itself, it can be controlled via ini.

That should be enough to solve your problem, but I want your images in order to actually test it. I also wondered if different portraits have different colour needs, I HIGHLY doubt it, but it was justification enough that I went with this "catch-all" approach. Basically if an image looks darker than it should, you can fix it on a per image basis by simply changing a number in the ini.

I actually haven't delete the scaling options, just set the position to 0 and scale to 1. Sorry i didn't phrase that properly in my initial message. I haven't touch anything beside that.

Here you can find the mod with the issue.

 

I will try using other images on my side to see if it s tied to characters or if it comes from the image files.

 

Thanks !

NeedFIX Portraits.rar

 

 

EDIT : So i tried with some other pics I had for the same selection of characters, same size, same image format, same process etc... Turns out now only shorekeeper is still darkened. So it seems to be tied to image themselves rather than the mod. But I really have no idea why....
See below...
 

Spoiler

 

allfine1.jpg.424a1b48cbf266b26d5536066d64b2b6.jpg

 

allfine2.jpg.7dff28e14488f5be6088de170e61edcb.jpg

 

allfine3.jpg.b2358e56c63226bed2c649bd9bab328a.jpg

 

2fine1dark.jpg.0d7140f378653bd5422fc871188f4d7c.jpg


 

Here is the archive with the alt portraits used here if that can help ( i only change those specific characters)
 

NeedFIX Portraits Alt.rar

Edited by Lenain
complement
Posted
On 3/6/2026 at 3:28 AM, dead1309 said:

I don't wanna do it... this mod makes me angry.

 

image.png.996315ce03335865847904be23b13c84.png

Here's me crashing out over the mods for a minute.

Spoiler

I just CANNOT deal with dumbfucks who have no standards. If they can't even give enough of a fuck to meet the absolute bare minimum, then they legit don't even deserve the absolute miniscule amount of attention they may get from me fixing their trash here. Talentless hacks unloading broken slop for a quick profit don't even deserve to be cracked.

 

I refuse. I refuse to touch this dogshit for another second. Call me melodramatic or whatever, I call it having standards.

 

As for the Moryne mod. This one ALSO makes me angry, I explicitly decided to ignore NoMention mods because this guy's ini writing, if you can even call it that, pisses me off to high heaven and back, full of random uncommented lines, a bunch of copy n pasted variables and broken present code that literally sits there doing nothing but eating up performance. Yet another fucking moron who's mess I DON'T want to clean up.

 

Unfortunately I do actually like the design, unlike the Galbrena mod, so I have some level of personal justification to do something about this and if I'm doing it for myself then I may as well share the results.

 

Toggles: 14

 

Up - Veil

Down - Stockings

Left - Leotard

Right - Top

 

Alt Up - Wing

Alt Down - Wing

Alt Left - Chest fabric

Alt Right - Skirt

 

Ctrl Up - Halo

Ctrl Down - Back Tattoo

Ctrl Left - Cups

Ctrl Right - Belt waist thing

 

Shift Left - Gloves

Shift Right - Chains / Skull

 

Crashout part 2

Spoiler

That was an ungodly amount of work for 1 mod, I think I spent over 4 hours on this all because dumbfuck messed up the base bodies. There are 2 base bodies in the mesh, 1 with pushed up breasts designed to have the leotard cups under it and one without. The one with pushed up breasts looks really bad if the leotard cups aren't there, you can see the skindentation lines but nothing is holding it up and the nipples are unpleasantly smooshed.

 

Typically you'd swap the base body from 1 to 2 when taking off the leotard cups and you'd see the breasts settle in response which does add a little immersion to the mod, which normally is pretty cool but in this case, body 1 and 2 have separate UVs and the stockings, garter and chest fabric are all ONLY attached to the first body, meaning if I want to take the leotard off, I need to swap to base body 2 and I lose the fabrics because base body 2 doesn't HAVE the fabric textures in it's UVs.

 

Normally, this would be the time for draw call reconstruction. If I can just write new draw calls that only draw the stockings, garter and chest fabric then I can apply those draw calls to the 2nd base body and vice versa giving me full control over those components.... Well no, not this time.

The base body here was drawn in a really annoying way, kind of like a printer from side to side, where the vertices for the fabric parts were COMPLETELY mixed in with the skin vertices, so even if I took the shortest possible route and split both bodies into 2 halves, it would still come out to HUNDREDS of draw calls. 

I did give it a shot, but I got less than a quarter the way through after burning like an hour and a half on it and I had already hit over 50 draw calls, this shit was not going ANYWHERE so I gave up.

 

I wired up the toggles and put in logic to simply swap the body when taking off the leotard cups, just accepted that you'd lose the fabrics in the process as well. But then I took a look at the texture and remembered my birthday last year where I spent around 10 hours doing texture edits to crack a single Augusta mod in a similar fashion and figured that since the 2 bodies have completely separate UVs, I can just manually duplicate and port over the necessary textures for each combo of stockings and chest fabric, then do the swaps via the textures instead of draw calls.

There was just one problem... Because the modder is cringe, they decided that EVERYTHING had to be stuffed into an 8k mega texture instead of just using separate textures and assigning them to their standard hashes like a normal person, which meant that every copy I made of both the diffuse and normal map was a 64mb copy of an 8k texture. Needless to say the file size BLOATED like crazy as a result, with 6 additional textures added to support the toggles.

 

But in the end after about 3 hours or something, I had working separated toggles for the silks. Worth it? Fuck no, gimmie my entire afternoon back.

 

Oh yeah one more fun fact, originally this mod had short hair and a hair toggle, but this idiot forgot to actually sculpt the back of Moryne's head after removing the long hair part, so without the long hair there's just a hole in the back of her head. I had no choice but to remove the hair toggle and force long hair again.

 

image.thumb.png.f8fd53c043d7ede9002f8f843dd26fa0.pngimage.thumb.png.48abddcedb3350d002e670f1cce2f8b4.pngimage.thumb.png.5851df20fe147914bb6028e891e37d66.pngimage.thumb.png.fe2604290792c60aaa07f722450773db.pngimage.thumb.png.2bc98dd16e767279af6575debfe060b7.png

One of these screenshots is the entire reason I bothered to do this mod.

 

Been a minute since I spent this long on a single mod, been a minute since I've modified anything in general what with the whole bike n portrait business, I had some stuff backed up but at the end of it this was the only mod I ended up modifying.

The Fallen One.rar

Posted
4 hours ago, Lenain said:

I actually haven't delete the scaling options, just set the position to 0 and scale to 1. Sorry i didn't phrase that properly in my initial message. I haven't touch anything beside that.

Here you can find the mod with the issue.

 

I will try using other images on my side to see if it s tied to characters or if it comes from the image files.

 

Thanks !

NeedFIX Portraits.rar 45.46 MB · 1 download

 

 

EDIT : So i tried with some other pics I had for the same selection of characters, same size, same image format, same process etc... Turns out now only shorekeeper is still darkened. So it seems to be tied to image themselves rather than the mod. But I really have no idea why....
See below...
 

  Reveal hidden contents

 

allfine1.jpg.424a1b48cbf266b26d5536066d64b2b6.jpg

 

allfine2.jpg.7dff28e14488f5be6088de170e61edcb.jpg

 

allfine3.jpg.b2358e56c63226bed2c649bd9bab328a.jpg

 

2fine1dark.jpg.0d7140f378653bd5422fc871188f4d7c.jpg


 

Here is the archive with the alt portraits used here if that can help ( i only change those specific characters)
 

NeedFIX Portraits Alt.rar 54.87 MB · 0 downloads

 

Yeah, like I said it's a colour space thing which is a property of the images themselves.

My mod originally didn't modify images at all and the portraits are expecting a linear colour space so if you put in an sRGB image, which PNG's don't directly conform to linear so it leads to the darkening effect you're seeing.

 

Normally this would require you to re-export your images in the correct colour space, which is what you yourself have stumbled upon, but I went ahead and put a solution directly into the mod itself.

 

Now if you have an input image that looks dark, you can tweak a single number in the ini and the shader will run a conversion pass to linear which will fix the colours without you needing to re-export the pic, meaning you can just save any old PNG from the internet, throw it in the mod folder and rename it, then tweak the size, positioning and colour space via the ini itself, no need to manually edit anymore.

I can't think of a more user friendly approach than that.

 

image.thumb.png.13beced9398af2a321ebb275d958f950.png

 

The update is live on GB now along with portraits set up for almost all of the missing characters.

Posted
30 minutes ago, IncogACC said:

 

Yeah, like I said it's a colour space thing which is a property of the images themselves.

My mod originally didn't modify images at all and the portraits are expecting a linear colour space so if you put in an sRGB image, which PNG's don't directly conform to linear so it leads to the darkening effect you're seeing.

 

Normally this would require you to re-export your images in the correct colour space, which is what you yourself have stumbled upon, but I went ahead and put a solution directly into the mod itself.

 

Now if you have an input image that looks dark, you can tweak a single number in the ini and the shader will run a conversion pass to linear which will fix the colours without you needing to re-export the pic, meaning you can just save any old PNG from the internet, throw it in the mod folder and rename it, then tweak the size, positioning and colour space via the ini itself, no need to manually edit anymore.

I can't think of a more user friendly approach than that.

 

image.thumb.png.13beced9398af2a321ebb275d958f950.png

 

The update is live on GB now along with portraits set up for almost all of the missing characters.

 Thanks for making this fix ! You're really the master of modding on this game.
When I originally start creating this mod prior to 3.0, i had some similar issues when i wasn't converting the files to .dds properly. I would have either dark or light pictures in game, depending on how i converted the .png to .dds. Once I had found the right way to do it, I had consistent results. Now since I made all the .png the same way for this, it didn't made any sense to me that it was working for some, and not for others.

I lack the knowlegde about image and file properties to understand properly everything you explained, I have to admit.

So all I can say is thank you again for making a fix for me to enjoy tweaking the mod !

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